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    Circle Magic

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    Aven Alveron

    1 Year Anniversary- Player -
    Lineage : Scholar's Spirit
    Position : None
    Posts : 113
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 23
    Experience : 250

    Character Sheet
    Character Name: Aven Alveron
    Primary Magic: Circle Magic.
    Secondary Magic: None.

    Circle Magic

    Post by Aven Alveron on Tue 4 Jul - 21:05

    Magic

    Primary Magic: Circle Magic
    Secondary Magic: None.
    Caster or Holder: Caster.
    Description: Aven is a very practical kind of wizard, and believes that cunning and strategy win fights, but was not born with any innate magical talents. Instead, he decided to develop his own kind of magic, using the very basis of magic casting itself: the magic circle. By studying the symbols and syntax behind magic circles, he was able to construct his own to tailor to specific situations and opponents. Circle Magic, as a result, is as versatile as it's user's ingenuity, but limited by their knowledge and progress: it allows the user to place magic circles on objects or in midair which activate either when physically touched, or when the caster manually activates them (which can only be done within a spell range of 90 meters from the caster). Each magic circle has a different effect and a different color, depending on how it was constructed, and is visible to the naked eye. The required magic power for a Circle's activation is expended immediately upon setting it, which must be done in point blank range.
    Strengths:
    - Versatility: Circle Magic gives the caster access to many different kinds of magic, making them difficult to predict: while one could assume that a Fire Wizard will attack with just one kind of magic, fire, a Circle Wizard may use any number of magics in quick succession.
    - Range: Circle Magic can be activated from a distance with little warning, and can be placed on any surface, forcing the opponent to pay close attention to their surroundings, and less attention to Aven himself, lest they be caught in a trap he sets.
    - Automatic Activation: Circle Magics function independently from their wizard once set, meaning that even if the caster becomes indisposed, the magics will be active until it expires.
    Weaknesses:
    - Dueling Proficiency: Circle Magic relies on remote activation and prediction of one's opponent. As the number of enemies increases, Circle Magic becomes increasingly obsolete.
    - Time Constraint: Circle Magic needs to be placed somewhere in order to work. Should an opponent press the attack on him, his Circle magic becomes much less effective.
    - Visibility: The circles themselves are visible to all observers, so they can be easily avoided if paid the proper attention.
    - Range Constraint: Circles can only be activated manually within their range

    Lineage: Demonic Carnage.

    Unique Abilities:
    - Destruction Glyph, Rho: Aven siphons the magic power from any magic circle within 90 meters of himself, breaking that circle, to empower one of his active Offensive magic Circles within 90 meters with the power of the syntax Glyph Rho, causing the circle to pulse it's color. The empowerment effect varies by spell. (2 Post Cooldown.)
    - Protection Glyph, Kha: Aven siphons the magic power from any magic circle within 90 meters of himself, breaking that circle, to empower one of his active Defensive magic Circles within 90 meters with the Protection Glyph, Kha, causing it to glow brightly. The empowerment effect varies by spell. (2 Post Cooldown.)
    - Prime Glyph, Tsae: Aven marks a target with the Prime Glyph, Tsae, which persists for 2 posts. As long as a target is marked by his Glyph, they take 50% more damage from Aven's Circle Magic. (3 Post Cooldown.)
    - Translocation Glyph, Sek: Aven focuses his mind on a Circle within 90 meters that has not been inscribed with the Translocation Glyph, Sek, and wills it to trans-locate. The target Circle is inscribed with Sek, and instantly teleports to a new location within 90 meters of its original location. (1 Post Cooldown.)

    Spells:





    Name: Lightning Circle.
    Rank: D.
    Type: Lightning, Offensive.
    Duration: 4 posts, or two posts if Ball Lightning is triggered.
    Cooldown: 5 Posts.
    Description: A bright yellow magic circle, two feet in diameter, appears wherever the magic is enacted, persisting five posts. Upon being triggered, lighting will surge from the Circle, zapping the closest target within five meters for D rank damage. If nothing is within five meters, the lightning will become Ball Lightning, and float in place for two posts, damaging the first thing to contact it.
    - Empowered Lightning Circle: If Lightning Circle is empowered, any enemy hit by it is stunned for 1 post.
    Strengths:
    - Can be used to stun enemies in order to counter attack and create time to plan ahead.
    Weaknesses:
    - Is short range.
    - Is Single target.

    Name: Blink Circle
    Rank: D.
    Type: Spacial, Defensive.
    Duration: 3 Posts.
    Cooldown: 4 Posts.
    Description: A purple magic circle, two feet in diameter, appears wherever the magic is enacted, persisting until activated. Upon activation, the caster is instantly teleported onto the circle. If broken, whatever broke it will be forcibly teleported in front of the caster, the violent nature of which would daze a creature for 1 post.
    - Empowered Blink Circle: If Blink Circle is empowered, the caster will leave behind an un-empowered Blink Circle at the spot they teleported from, functioning the same as a normal cast Blink circle. (For example, Aven activates an empowered Blink circle that is attached to a tree, while he is standing next to a chair 20 meters away. He will teleport to the empowered blink circle on the tree, and another Blink circle will appear where he was standing next to the chair, already primed and ready to be activated. If he were to activate it, he would teleport back to the chair.)
    Strengths:
    - Can be used to create distance and dodge attacks.
    Weaknesses:
    - Can be easily broken if an object is thrown at it.
    - If they pay attention to where the Circle is placed, the enemy will know exactly where the caster will be.

    Name: Overcharge Circle.
    Rank: D.
    Type: Arcane, Offensive.
    Duration: 2 posts.
    Cooldown: 3 Posts.
    Description: An azure blue magic circle, two feet in diameter, appears wherever the magic is enacted, persisting 5 posts. Upon activation, viscious azure magic energy will flow into the nearest target within 5 meters, dealing D rank damage, but restoring 5% of the target's magic power.
    - Empowered Overcharge Circle: If Overcharge Circle was empowered, a second, un-empowered Overcharge Circle will appear at the same spot the empowered Overcharge Circle activated. (For example, if an Empowered Overcharge Circle activates on an enemy's chest, they will take a D-rank of damage, restore 5% of the enemy's magic power, then the circle will disappear. Then, a new Overcharge circle will appear in the same exact spot, but not empowered. If this new one is activated, it will deal a D-rank of damage, restore 5% of the enemy's magic power, then dissappear, but no new circle will take it's place, because it was not empowered.)
    Strengths:
    - Deals good damage.
    Weaknesses:
    - In addition to dealing damage, it restores magic energy to the opponent, so if used incorrectly, it could be more of a help than a hinderance to them.

    Name: Inertia Circle
    Rank: D.
    Type: Gravity, Defensive.
    Duration: 1 post.
    Cooldown: 2 posts.
    Description: A silver magic circle, two feet in diameter, appears wherever the magic was enacted, persisting until activated. Upon activation, every object in a two foot diameter sphere (Which does not exceed a maximum of five hundred pounds) loses all inertia and velocity, effectively and safely halting all motion.
    - Empowered Inertia Circle: If Inertia Circle was empowered, the inertia loss persists for 1 post, causing the target to be completely weightless for the duration. (Until their next post, any target hit will be weightless. If hit, they will be thrown backward violently, but will not take damage. They can also fly into the air, but they cannot directly control their movement, making it more like a Zero Gravity effect.)
    Strengths:
    - Can be used to halt attacks.
    - Can be used to help allies avoid dangerous falls.
    Weaknesses:
    - Has a very small effect radius.
    - If used to stop the caster's fall, the caster is temporarily vulnerable to attack, as their movement is completely halted.
    - Has a weight limit, and cannot stop very large enemies.

    Name: Seeker Circle.
    Rank: D+.
    Type: Arcane, Offensive, Multi-target.
    Duration: 1.
    Cooldown: 2.
    Description: Aven creates a pure white circle, which, after half a second, fires four bolts of arcane magic that seek out the closest enemies within 60 meters at 20m/s, targeting different enemies if possible, each dealing 25% of D+ Rank Damage.
    - Empowered Seeker Circle: If Seeker's Circle was empowered, it will instead fire 8 bolts of arcane magic, all of which acting the same and dealing 25% of D+ Rank Damage.
    Strengths:
    - Hard to dodge.
    Weaknesses:
    - Can be blocked, as the bolts move slowly and very predictably.
    - User has no control over what they hit, it is only proximity that determines it.

    Name: Displacement Circle.
    Rank: D (Signature Spell)
    Type: Force, Defensive, Burst.
    Duration: Instant.
    Cooldown: 1 post, or none if performed on a willing target.
    Description: Aven creates a grey magic circle anywhere within a 15m range of himself, which instantly enacts a powerful force in the direction it is facing on every object within a 2m range in front of it. This force deals no damage, but will effectively cause them to fly approximately 5m in the direction the circle is facing, provided the object or person does not exceed 1000lb. (Anything exceeding 1000lb will simply be pushed a bit, and exceeding 1 Ton will be virtually unaffected.)
    Strengths:
    - Can be used as mobility or Enemy displacement.
    Weaknesses:
    - Deals no damage.
    - Has an effective weight limit.

    Name: Healing Circle.
    Rank: C.
    Type: Healing, Defensive.
    Duration: 4 posts.
    Cooldown: 5 posts.
    Description: A light green circle, two feet in diameter, appears wherever the magic was enacted, persisting until activated. Upon activation, the closest living being within a 5m radius is healed for 25% C-rank damage for every post it was active.
    - Empowered Healing Circle: If Healing Circle was empowered, it heals 50% C-rank damage for every post it was active.
    Strengths:
    - Provides a large amount of healing when used correctly.
    Weaknesses:
    - Takes time to charge up.
    - If an enemy is nearest to it's activation, they will be healed.

    Name: Frostbite Circle.
    Rank: C.
    Type: Ice, Offensive, Damage over Time.
    Duration: 3 posts.
    Cooldown: 4 posts.
    Description: A light blue circle, two feet in diameter, appears wherever the magic was enacted, persisting until activated. Upon activation, the closest living thing will be inflicted with a terrible cold, which slowly chills their body over a period of 3 posts. The target takes no initial damage, but suffers 100% C-rank Damage the second and third post.
    - Empowered Frostbite Circle: If Frostbite Circle was empowered, on the third post, the target will take an additional C-rank of Damage, and be Frozen solid for 1 post.
    Strengths:
    - Can provide good damage and incapacitate if used correctly.
    Weaknesses:
    - Deals no inital damage.
    - The opponent has 3 posts to dispel the effect.

    Name: Spike Circle.
    Rank: C.
    Type: Metal, Offensive.
    Duration: 3 Posts.
    Cooldown: 4 Posts.
    Description: A dark grey circle, two feet in diameter, appears wherever the magic was enacted, persisting until activated. Upon activation, a large 5 meter long steel spike will strike out at incredible speed perpendicularly to the center of the Circle, attempting to impale anything in it's path, but stopping after the first target struck, dealing 100% C-rank damage. The spike will then dissipate.
    - Empowered Spike Circle: If Spike Circle was empowered, the spike will remain anchored to the Circle, and persist 1 Post after activation before dissipating.
    Strengths:
    - Deals good damage, and can hold an enemy in place.
    Weaknesses:
    - Can be dodged, even when triggered.
    - Aven can also be hit by the Spike, making it not very ideal for close combat.

    Name: Explosion Circle.
    Rank: C+.
    Type: Fire, Offensive.
    Duration: 2 posts.
    Cooldown: 3 posts.
    Description: An orange magic circle, two feet in diameter, appears wherever the magic is enacted, persisting until activated. Upon activation, an explosion will occur toward one side of the circle, damaging everything in a 20m range in that direction for 50% C-rank damage. The explosion will not spread to any place on the other side of the circle.
    - Empowered Explosion Circle: If Explosion Circle was empowered, a new, unempowered Explosion Circle appears on all enemies hit.
    Strengths:
    - Does decent, Area of Effect damage.
    Weaknesses:
    - Fires only in one direction.
    - Can also damage Aven if he is caught in the blast, therefore is nearly useless in close range combat.

    Name: Multiplication Glyph, Hei.
    Rank: C (Signature Spell, Scaling up to S)
    Type: Offensive, Defensive.
    Duration: Instant.
    Cooldown: 1 post.
    Description: Aven reaches out toward a target Circle he created, creating (1/Rank) 2 exact copies of that Circle, all of which act identically in all respects to the original, in remaining duration and magnitude.
    Strengths:
    - Can provide a significant advantage to Aven by creating more obstacles for opponents.
    Weaknesses:
    - Copies inherit the duration of copied Circles, so Circles that are about to expire's copies will also expire.
    - Has no standalone use.


    Last edited by Aven Alveron on Thu 14 Jun - 23:10; edited 16 times in total
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    Tamashi

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Tamato Achievement- Have Seijin On Your Friends List- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Player -
    Lineage : Requiem's Soul
    Position : None
    Posts : 894
    Guild : Infinity Hydra
    Cosmic Coins : 0
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    Mentor : Aiyana Dominatus
    Experience : 2650

    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    Re: Circle Magic

    Post by Tamashi on Thu 6 Jul - 5:28

    Hi Aven, my name is Tamashi and I'll be your grader this time round. Any suggestions or requests I make will be made in this wonderful shade of purple. If you have any worries, concerns or questions feel free to message me and I'll get back to you as soon as I can.

    With all that being said, lets begin shall we...

    The Grading:
    @Aven Alveron wrote:Magic

    Primary Magic: Circle Magic
    Secondary Magic: None.
    Caster or Holder: Caster.
    Description: Aven is a very practical kind of wizard, and believes that cunning and strategy win fights, but was not born with any innate magical talents. Instead, he decided to develop his own kind of magic, using the very basis of magic casting itself: the magic circle. By studying the symbols and syntax behind magic circles, he was able to construct his own to tailor to specific situations and opponents. Circle Magic, as a result, is as versatile as it's user's ingenuity, but limited by their knowledge and progress: it allows the user to place magic circles on objects or in midair which activate either when physically touched, or when the caster manually activates them (which can only be done within spell range of the circle). Each magic circle has a different effect and a different color, depending on how it was constructed, and is visible to the naked eye. Users can only maintain (5 + 1/rank above D) circles, and the required magic power for their activation is expended immediately upon setting them, which must be done in point blank range, but the Circles do not expire once set.
    Strengths:
    - Versatility: Circle Magic gives the caster access to many different kinds of magic, making them difficult to predict: while one could assume that a Fire Wizard will attack with just one kind of magic, fire, a Circle Wizard may use any number of magics in quick succession.
    - Range: Circle Magic can be activated from a distance with little warning, and can be placed on any surface, forcing the opponent to pay close attention to their surroundings, and less attention to Aven himself, lest they be caught in a trap he sets.
    - Automatic Activation: Circle Magics function independently from their wizard once set, meaning that even if the caster becomes indisposed, the magics will persist until activated.
    Please remove the "magic will persist until activated" as all magic has a static duration
    Weaknesses:
    - Dueling Proficiency: Circle Magic relies on remote activation and prediction of one's opponent. As the number of enemies increases, Circle Magic becomes increasingly obsolete.
    - Number Constraint: Because he can only maintain so many circles, and the magic power is expended when placed, misplacing a circle is heavily punishing.
    - Time Constraint: Circle Magic needs to be placed somewhere in order to work. Should an opponent press the attack on him, his Circle magic becomes much less effective.
    - Visibility: The circles themselves are visible to all observers, so they can be easily avoided if paid the proper attention.
    - Range Constraint: Circles can only be activated manually within their range

    Lineage: Demonic Carnage.

    Unique Abilities:
    - Destruction Glyph, Rho: Aven siphons the magic power from any magic circle within range, breaking that circle, to empower one of his active Offensive magic Circles with the power of the syntax Glyph "Rho". The empowerment effect varies by spell (2 Post Cooldown):
    Could you give this a range please
    -Empowered Lightning Circle: If Lightning Circle is empowered, any enemy hit by it is stunned for 1 post.
    -Empowered Explosion Circle: If Explosion Circle was empowered, the caster can spend the same amount of Magic Power used to cast Explosion Circle to cause an explosion circle to appear on anything the initial explosion hit.
    Could you give an example so it can be a little clearer please.
    - Protection Glyph, Kha: Aven siphons the magic power from any magic circle in range, breaking that circle, to empower one of his active Defensive magic Circles with the Protection Glyph, "Kha". The empowerment effect varies by spell (2 Post Cooldown):
    -Empowered Blink Circle: If Blink Circle is empowered, the caster will leave behind an un-empowered Blink Circle at the spot they teleported from.
    Could you explain this one a little more please
    -Empowered Inertia Circle: If Inertia Circle was empowered, the inertia loss persists for 1 post.
    Could you reword this as it's a bit confusing
    - Prime Glyph, Tsae: Aven marks a target with the Prime Rune, "Tsae", which persists for 2 posts. As long as a target is marked by his Glyph, they take 50% more damage from Aven's Circle Magic.
    Please give this a cooldown since it has a duration

    Spells:

    Name: Lightning Circle.
    Rank: D.
    Type: Lightning, Offensive.
    Duration: Until Triggered, two posts if Ball Lightning is triggered.
    All spells have a static duration so please cater to this
    Cooldown: 3 Posts.
    Description: A bright yellow magic circle, two feet in diameter, appears wherever the magic is enacted, persisting until activated. Upon being triggered, lighting will surge from the Circle, zapping the closest target within five meters. If nothing is within five meters, the lightning will become Ball Lightning, and float in place for two posts, damaging the first thing to contact it.
    Strengths:
    - Can be used to stun enemies in order to counter attack and create time to plan ahead.
    Weaknesses:
    - Is short range.
    - Is Single target.

    Name: Blink Circle
    Rank: D.
    Type: Spacial, Defensive.
    Duration: Until Triggered.
    As above all magic has a static duration please cater to this
    Cooldown: 3 Posts.
    Description: A purple magic circle, two feet in diameter, appears wherever the magic is enacted, persisting until activated. Upon activation, the caster is instantly teleported onto the circle. If broken, whatever broke it will be forcibly teleported in front of the caster, the violent nature of which would daze a creature for 1 post.
    please give this a range it can be used/activated within
    Strengths:
    - Can be used to create distance and dodge attacks.
    Weaknesses:
    - Can be easily broken if an object is thrown at it.
    - If they pay attention to where the Circle is placed, the enemy will know exactly where the caster will be.

    Name: Explosion Circle.
    Rank: D.
    Type: Fire, Offensive.
    Duration: Until Triggered.
    Needs a static duration
    Cooldown: 3 Posts.
    Description: An orange magic circle, two feet in diameter, appears wherever the magic is enacted, persisting until activated. Upon activation, an explosion will occur on the side it was activated from, damaging everything in a five meter range in that direction.
    -Empowered Explosion Circle: If Explosion Circle was empowered, the caster can spend the same amount of Magic Power used to cast Explosion Circle to cause an explosion circle to appear on anything the initial explosion hit.
    This needs how much damage it will do, aoe's can do up to 50% rank damage
    Strengths:
    - Is Area of Effect.
    Weaknesses:
    - Only explodes in one direction, and thus is only very effective when placed on a surface.
    - Can also hurt the caster.

    Name: Inertia Circle
    Rank: D.
    Type: Gravity, Defensive.
    Duration: Until Triggered,
    As above all spells have a static duration
    Cooldown: 3.
    Description: A silver magic circle, two feet in diameter, appears wherever the magic was enacted, persisting until activated. Upon activation, every object in a two foot diameter sphere (Which does not exceed a maximum of five hundred pounds) loses all inertia and velocity.
    can you make this a bit clearer
    Strengths:
    - Can be used to halt attacks.
    - Can be used to help allies avoid dangerous falls.
    Weaknesses:
    - Has a very small effect radius.
    - If used to stop the caster's fall, the caster is temporarily vulnerable to attack, as their movement is completely halted.
    - Has a weight limit, and cannot stop very large enemies.

    Once the requested things have been done give this a bump and I'll come have a look.


    ___________________________________________________________________

    The bystanders, while pitying us, were even farther away than the life or death we longed for.
    In a tiny garden at the end of the ends, there would be a boundless miracle, I believe that.
    avatar
    Aven Alveron

    1 Year Anniversary- Player -
    Lineage : Scholar's Spirit
    Position : None
    Posts : 113
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 23
    Experience : 250

    Character Sheet
    Character Name: Aven Alveron
    Primary Magic: Circle Magic.
    Secondary Magic: None.

    Re: Circle Magic

    Post by Aven Alveron on Thu 6 Jul - 9:17

    Shameless bump. I'm pretty sure I addressed everything, but I did change Explosion Circle to Overcharge Circle. Let me know if I missed anything, thanks!
    avatar
    Tamashi

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Tamato Achievement- Have Seijin On Your Friends List- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Player -
    Lineage : Requiem's Soul
    Position : None
    Posts : 894
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Aiyana Dominatus
    Experience : 2650

    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    Re: Circle Magic

    Post by Tamashi on Thu 6 Jul - 11:08

    For the records:
    @Aven Alveron wrote:Magic

    Primary Magic: Circle Magic
    Secondary Magic: None.
    Caster or Holder: Caster.
    Description: Aven is a very practical kind of wizard, and believes that cunning and strategy win fights, but was not born with any innate magical talents. Instead, he decided to develop his own kind of magic, using the very basis of magic casting itself: the magic circle. By studying the symbols and syntax behind magic circles, he was able to construct his own to tailor to specific situations and opponents. Circle Magic, as a result, is as versatile as it's user's ingenuity, but limited by their knowledge and progress: it allows the user to place magic circles on objects or in midair which activate either when physically touched, or when the caster manually activates them (which can only be done within a spell range of 45 meters from the caster). Each magic circle has a different effect and a different color, depending on how it was constructed, and is visible to the naked eye. Users can only maintain (5 + 1/rank above D) circles, their duration is equal to 1 less than how many circles the Caster can maintain, and the required magic power for their activation is expended immediately upon setting them, which must be done in point blank range.
    Strengths:
    - Versatility: Circle Magic gives the caster access to many different kinds of magic, making them difficult to predict: while one could assume that a Fire Wizard will attack with just one kind of magic, fire, a Circle Wizard may use any number of magics in quick succession.
    - Range: Circle Magic can be activated from a distance with little warning, and can be placed on any surface, forcing the opponent to pay close attention to their surroundings, and less attention to Aven himself, lest they be caught in a trap he sets.
    - Automatic Activation: Circle Magics function independently from their wizard once set, meaning that even if the caster becomes indisposed, the magics will be active until it expires.
    Weaknesses:
    - Dueling Proficiency: Circle Magic relies on remote activation and prediction of one's opponent. As the number of enemies increases, Circle Magic becomes increasingly obsolete.
    - Number Constraint: Because he can only maintain so many circles, and the magic power is expended when placed, misplacing a circle is heavily punishing.
    - Time Constraint: Circle Magic needs to be placed somewhere in order to work. Should an opponent press the attack on him, his Circle magic becomes much less effective.
    - Visibility: The circles themselves are visible to all observers, so they can be easily avoided if paid the proper attention.
    - Range Constraint: Circles can only be activated manually within their range

    Lineage: Demonic Carnage.

    Unique Abilities:
    - Destruction Glyph, Rho: Aven siphons the magic power from any magic circle within 45 meters of himself, breaking that circle, to empower one of his active Offensive magic Circles within 45 meters with the power of the syntax Glyph "Rho", causing the circle to pulse it's color. The empowerment effect varies by spell (2 Post Cooldown):
    -Empowered Lightning Circle: If Lightning Circle is empowered, any enemy hit by it is stunned for 1 post.
    -Empowered Overcharge Circle: If Overcharge Circle was empowered, a second, un-empowered Overcharge Circle will appear at the same spot the empowered Overcharge Circle activated. (For example, if an Empowered Overcharge Circle activates on an enemy's chest, they will take a D-rank of damage, restore 5% of the wnemy's magic power, then the circle will disappear. Then, a new Overcharge circle will appear in the same exact spot, but not empowered. If this new one is activated, it will deal a D-rank of damage, restore 5% of the enemy's magic power, then dissappear, but no new circle will take it's place, because it was not empowered.)
    - Protection Glyph, Kha: Aven siphons the magic power from any magic circle within 45 meters of himself, breaking that circle, to empower one of his active Defensive magic Circles within 45 meters with the Protection Glyph, "Kha", causing it to glow brightly. The empowerment effect varies by spell (2 Post Cooldown):
    -Empowered Blink Circle: If Blink Circle is empowered, the caster will leave behind an un-empowered Blink Circle at the spot they teleported from, functioning the same as a normal cast Blink circle. (For example, Aven activates an empowered Blink circle that is attached to a tree, while he is standing next to a chair 20 meters away. He will teleport to the empowered blink circle on the tree, and another Blink circle will appear where he was standing next to the chair, already primed and ready to be activated. If he were to activate it, he would teleport back to the chair.)
    -Empowered Inertia Circle: If Inertia Circle was empowered, the inertia loss persists for 1 post, causing the target to be completely weightless for the duration. (Until their next post, any target hit will be weightless. If hit, they will be thrown backward violently, but will not take damage. They can also fly into the air, but they cannot directly control their movement, making it more like a Zero Gravity effect.)
    - Prime Glyph, Tsae: Aven marks a target with the Prime Rune, "Tsae", which persists for 2 posts. As long as a target is marked by his Glyph, they take 50% more damage from Aven's Circle Magic, on a 3 post cooldown.

    Spells:

    Name: Lightning Circle.
    Rank: D.
    Type: Lightning, Offensive.
    Duration: 4 posts, or two posts if Ball Lightning is triggered.
    Cooldown: 5 Posts.
    Description: A bright yellow magic circle, two feet in diameter, appears wherever the magic is enacted, persisting five posts. Upon being triggered, lighting will surge from the Circle, zapping the closest target within five meters for D rank damage. If nothing is within five meters, the lightning will become Ball Lightning, and float in place for two posts, damaging the first thing to contact it.
    Strengths:
    - Can be used to stun enemies in order to counter attack and create time to plan ahead.
    Weaknesses:
    - Is short range.
    - Is Single target.

    Name: Blink Circle
    Rank: D.
    Type: Spacial, Defensive.
    Duration: 3 Posts.
    Cooldown: 4 Posts.
    Description: A purple magic circle, two feet in diameter, appears wherever the magic is enacted, persisting until activated. Upon activation, the caster is instantly teleported onto the circle. If broken, whatever broke it will be forcibly teleported in front of the caster, the violent nature of which would daze a creature for 1 post.
    Strengths:
    - Can be used to create distance and dodge attacks.
    Weaknesses:
    - Can be easily broken if an object is thrown at it.
    - If they pay attention to where the Circle is placed, the enemy will know exactly where the caster will be.

    Name: Overcharge Circle.
    Rank: D.
    Type: Arcane, Offensive.
    Duration: 2 posts.
    Cooldown: 3 Posts.
    Description: An azure blue magic circle, two feet in diameter, appears wherever the magic is enacted, persisting 5 posts. Upon activation, viscious azure magic energy will flow into the nearest target within 5 meters, dealing D rank damage, but restoring 5% of the target's magic power.
    Strengths:
    - Deals good damage.
    Weaknesses:
    - In addition to dealing damage, it restores magic energy to the opponent, so if used incorrectly, it could be more of a help than a hinderance to them.

    Name: Inertia Circle
    Rank: D.
    Type: Gravity, Defensive.
    Duration:  1 post.
    Cooldown: 2 posts.
    Description: A silver magic circle, two feet in diameter, appears wherever the magic was enacted, persisting until activated. Upon activation, every object in a two foot diameter sphere (Which does not exceed a maximum of five hundred pounds) loses all inertia and velocity, effectively and safely halting all motion.
    Strengths:
    - Can be used to halt attacks.
    - Can be used to help allies avoid dangerous falls.
    Weaknesses:
    - Has a very small effect radius.
    - If used to stop the caster's fall, the caster is temporarily vulnerable to attack, as their movement is completely halted.
    - Has a weight limit, and cannot stop very large enemies.



    ___________________________________________________________________

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    Re: Circle Magic

    Post by Lester Drynedi on Wed 6 Jun - 1:07

    Unlocked & Moved at users request

    ❀:
    @Aven Alveron wrote:Magic

    Primary Magic: Circle Magic
    Secondary Magic: None.
    Caster or Holder: Caster.
    Description: Aven is a very practical kind of wizard, and believes that cunning and strategy win fights, but was not born with any innate magical talents. Instead, he decided to develop his own kind of magic, using the very basis of magic casting itself: the magic circle. By studying the symbols and syntax behind magic circles, he was able to construct his own to tailor to specific situations and opponents. Circle Magic, as a result, is as versatile as it's user's ingenuity, but limited by their knowledge and progress: it allows the user to place magic circles on objects or in midair which activate either when physically touched, or when the caster manually activates them (which can only be done within a spell range of 45 meters from the caster). Each magic circle has a different effect and a different color, depending on how it was constructed, and is visible to the naked eye. Users can only maintain (5 + 1/rank above D) circles, their duration is equal to 1 less than how many circles the Caster can maintain, and the required magic power for their activation is expended immediately upon setting them, which must be done in point blank range.
    Strengths:
    - Versatility: Circle Magic gives the caster access to many different kinds of magic, making them difficult to predict: while one could assume that a Fire Wizard will attack with just one kind of magic, fire, a Circle Wizard may use any number of magics in quick succession.
    - Range: Circle Magic can be activated from a distance with little warning, and can be placed on any surface, forcing the opponent to pay close attention to their surroundings, and less attention to Aven himself, lest they be caught in a trap he sets.
    - Automatic Activation: Circle Magics function independently from their wizard once set, meaning that even if the caster becomes indisposed, the magics will be active until it expires.
    Weaknesses:
    - Dueling Proficiency: Circle Magic relies on remote activation and prediction of one's opponent. As the number of enemies increases, Circle Magic becomes increasingly obsolete.
    - Number Constraint: Because he can only maintain so many circles, and the magic power is expended when placed, misplacing a circle is heavily punishing.
    - Time Constraint: Circle Magic needs to be placed somewhere in order to work. Should an opponent press the attack on him, his Circle magic becomes much less effective.
    - Visibility: The circles themselves are visible to all observers, so they can be easily avoided if paid the proper attention.
    - Range Constraint: Circles can only be activated manually within their range

    Lineage: Demonic Carnage.

    Unique Abilities:
    - Destruction Glyph, Rho: Aven siphons the magic power from any magic circle within 45 meters of himself, breaking that circle, to empower one of his active Offensive magic Circles within 45 meters with the power of the syntax Glyph "Rho", causing the circle to pulse it's color. The empowerment effect varies by spell (2 Post Cooldown):
    -Empowered Lightning Circle: If Lightning Circle is empowered, any enemy hit by it is stunned for 1 post.
    -Empowered Overcharge Circle: If Overcharge Circle was empowered, a second, un-empowered Overcharge Circle will appear at the same spot the empowered Overcharge Circle activated. (For example, if an Empowered Overcharge Circle activates on an enemy's chest, they will take a D-rank of damage, restore 5% of the wnemy's magic power, then the circle will disappear. Then, a new Overcharge circle will appear in the same exact spot, but not empowered. If this new one is activated, it will deal a D-rank of damage, restore 5% of the enemy's magic power, then dissappear, but no new circle will take it's place, because it was not empowered.)
    - Protection Glyph, Kha: Aven siphons the magic power from any magic circle within 45 meters of himself, breaking that circle, to empower one of his active Defensive magic Circles within 45 meters with the Protection Glyph, "Kha", causing it to glow brightly. The empowerment effect varies by spell (2 Post Cooldown):
    -Empowered Blink Circle: If Blink Circle is empowered, the caster will leave behind an un-empowered Blink Circle at the spot they teleported from, functioning the same as a normal cast Blink circle. (For example, Aven activates an empowered Blink circle that is attached to a tree, while he is standing next to a chair 20 meters away. He will teleport to the empowered blink circle on the tree, and another Blink circle will appear where he was standing next to the chair, already primed and ready to be activated. If he were to activate it, he would teleport back to the chair.)
    -Empowered Inertia Circle: If Inertia Circle was empowered, the inertia loss persists for 1 post, causing the target to be completely weightless for the duration. (Until their next post, any target hit will be weightless. If hit, they will be thrown backward violently, but will not take damage. They can also fly into the air, but they cannot directly control their movement, making it more like a Zero Gravity effect.)
    - Prime Glyph, Tsae: Aven marks a target with the Prime Rune, "Tsae", which persists for 2 posts. As long as a target is marked by his Glyph, they take 50% more damage from Aven's Circle Magic, on a 3 post cooldown.

    Spells:

    Name: Lightning Circle.
    Rank: D.
    Type: Lightning, Offensive.
    Duration: 4 posts, or two posts if Ball Lightning is triggered.
    Cooldown: 5 Posts.
    Description: A bright yellow magic circle, two feet in diameter, appears wherever the magic is enacted, persisting five posts. Upon being triggered, lighting will surge from the Circle, zapping the closest target within five meters for D rank damage. If nothing is within five meters, the lightning will become Ball Lightning, and float in place for two posts, damaging the first thing to contact it.
    Strengths:
    - Can be used to stun enemies in order to counter attack and create time to plan ahead.
    Weaknesses:
    - Is short range.
    - Is Single target.

    Name: Blink Circle
    Rank: D.
    Type: Spacial, Defensive.
    Duration: 3 Posts.
    Cooldown: 4 Posts.
    Description: A purple magic circle, two feet in diameter, appears wherever the magic is enacted, persisting until activated. Upon activation, the caster is instantly teleported onto the circle. If broken, whatever broke it will be forcibly teleported in front of the caster, the violent nature of which would daze a creature for 1 post.
    Strengths:
    - Can be used to create distance and dodge attacks.
    Weaknesses:
    - Can be easily broken if an object is thrown at it.
    - If they pay attention to where the Circle is placed, the enemy will know exactly where the caster will be.

    Name: Overcharge Circle.
    Rank: D.
    Type: Arcane, Offensive.
    Duration: 2 posts.
    Cooldown: 3 Posts.
    Description: An azure blue magic circle, two feet in diameter, appears wherever the magic is enacted, persisting 5 posts. Upon activation, viscious azure magic energy will flow into the nearest target within 5 meters, dealing D rank damage, but restoring 5% of the target's magic power.
    Strengths:
    - Deals good damage.
    Weaknesses:
    - In addition to dealing damage, it restores magic energy to the opponent, so if used incorrectly, it could be more of a help than a hinderance to them.

    Name: Inertia Circle
    Rank: D.
    Type: Gravity, Defensive.
    Duration:  1 post.
    Cooldown: 2 posts.
    Description: A silver magic circle, two feet in diameter, appears wherever the magic was enacted, persisting until activated. Upon activation, every object in a two foot diameter sphere (Which does not exceed a maximum of five hundred pounds) loses all inertia and velocity, effectively and safely halting all motion.
    Strengths:
    - Can be used to halt attacks.
    - Can be used to help allies avoid dangerous falls.
    Weaknesses:
    - Has a very small effect radius.
    - If used to stop the caster's fall, the caster is temporarily vulnerable to attack, as their movement is completely halted.
    - Has a weight limit, and cannot stop very large enemies.


    ___________________________________________________________________
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    Kite Wilhelm
    Demon King
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    Re: Circle Magic

    Post by Kite Wilhelm on Sat 16 Jun - 12:58

    @Aven Alveron wrote:Magic

    Primary Magic: Circle Magic
    Secondary Magic: None.
    Caster or Holder: Caster.
    Description: Aven is a very practical kind of wizard, and believes that cunning and strategy win fights, but was not born with any innate magical talents. Instead, he decided to develop his own kind of magic, using the very basis of magic casting itself: the magic circle. By studying the symbols and syntax behind magic circles, he was able to construct his own to tailor to specific situations and opponents. Circle Magic, as a result, is as versatile as it's user's ingenuity, but limited by their knowledge and progress: it allows the user to place magic circles on objects or in midair which activate either when physically touched, or when the caster manually activates them (which can only be done within a spell range of 90 meters from the caster). Each magic circle has a different effect and a different color, depending on how it was constructed, and is visible to the naked eye. The required magic power for a Circle's activation is expended immediately upon setting it, which must be done in point blank range.
    Strengths:
    - Versatility: Circle Magic gives the caster access to many different kinds of magic, making them difficult to predict: while one could assume that a Fire Wizard will attack with just one kind of magic, fire, a Circle Wizard may use any number of magics in quick succession.
    - Range: Circle Magic can be activated from a distance with little warning, and can be placed on any surface, forcing the opponent to pay close attention to their surroundings, and less attention to Aven himself, lest they be caught in a trap he sets.
    - Automatic Activation: Circle Magics function independently from their wizard once set, meaning that even if the caster becomes indisposed, the magics will be active until it expires.
    Weaknesses:
    - Dueling Proficiency: Circle Magic relies on remote activation and prediction of one's opponent. As the number of enemies increases, Circle Magic becomes increasingly obsolete.
    - Time Constraint: Circle Magic needs to be placed somewhere in order to work. Should an opponent press the attack on him, his Circle magic becomes much less effective.
    - Visibility: The circles themselves are visible to all observers, so they can be easily avoided if paid the proper attention.
    - Range Constraint: Circles can only be activated manually within their range

    Lineage: Demonic Carnage.

    Unique Abilities:
    - Destruction Glyph, Rho: Aven siphons the magic power from any magic circle within 90 meters of himself, breaking that circle, to empower one of his active Offensive magic Circles within 90 meters with the power of the syntax Glyph Rho, causing the circle to pulse it's color. The empowerment effect varies by spell. (2 Post Cooldown.)
    - Protection Glyph, Kha: Aven siphons the magic power from any magic circle within 90 meters of himself, breaking that circle, to empower one of his active Defensive magic Circles within 90 meters with the Protection Glyph, Kha, causing it to glow brightly. The empowerment effect varies by spell. (2 Post Cooldown.)
    - Prime Glyph, Tsae: Aven marks a target with the Prime Glyph, Tsae, which persists for 2 posts. As long as a target is marked by his Glyph, they take 50% more damage from Aven's Circle Magic. (3 Post Cooldown.)
    - Translocation Glyph, Sek: Aven focuses his mind on a Circle within 90 meters that has not been inscribed with the Translocation Glyph, Sek, and wills it to trans-locate. The target Circle is inscribed with Sek, and instantly teleports to a new location within 90 meters of its original location. (1 Post Cooldown.)

    Spells:






    Name: Lightning Circle.
    Rank: D.
    Type: Lightning, Offensive.
    Duration: 4 posts, or two posts if Ball Lightning is triggered.
    Cooldown: 5 Posts.
    Description: A bright yellow magic circle, two feet in diameter, appears wherever the magic is enacted, persisting five posts. Upon being triggered, lighting will surge from the Circle, zapping the closest target within five meters for D rank damage. If nothing is within five meters, the lightning will become Ball Lightning, and float in place for two posts, damaging the first thing to contact it.
    - Empowered Lightning Circle: If Lightning Circle is empowered, any enemy hit by it is stunned for 1 post.
    Strengths:
    - Can be used to stun enemies in order to counter attack and create time to plan ahead.
    Weaknesses:
    - Is short range.
    - Is Single target.

    Name: Blink Circle
    Rank: D.
    Type: Spacial, Defensive.
    Duration: 3 Posts.
    Cooldown: 4 Posts.
    Description: A purple magic circle, two feet in diameter, appears wherever the magic is enacted, persisting until activated. Upon activation, the caster is instantly teleported onto the circle. If broken, whatever broke it will be forcibly teleported in front of the caster, the violent nature of which would daze a creature for 1 post.
    - Empowered Blink Circle: If Blink Circle is empowered, the caster will leave behind an un-empowered Blink Circle at the spot they teleported from, functioning the same as a normal cast Blink circle. (For example, Aven activates an empowered Blink circle that is attached to a tree, while he is standing next to a chair 20 meters away. He will teleport to the empowered blink circle on the tree, and another Blink circle will appear where he was standing next to the chair, already primed and ready to be activated. If he were to activate it, he would teleport back to the chair.)
    Strengths:
    - Can be used to create distance and dodge attacks.
    Weaknesses:
    - Can be easily broken if an object is thrown at it.
    - If they pay attention to where the Circle is placed, the enemy will know exactly where the caster will be.

    Name: Overcharge Circle.
    Rank: D.
    Type: Arcane, Offensive.
    Duration: 2 posts.
    Cooldown: 3 Posts.
    Description: An azure blue magic circle, two feet in diameter, appears wherever the magic is enacted, persisting 5 posts. Upon activation, viscious azure magic energy will flow into the nearest target within 5 meters, dealing D rank damage, but restoring 5% of the target's magic power.
    - Empowered Overcharge Circle: If Overcharge Circle was empowered, a second, un-empowered Overcharge Circle will appear at the same spot the empowered Overcharge Circle activated. (For example, if an Empowered Overcharge Circle activates on an enemy's chest, they will take a D-rank of damage, restore 5% of the enemy's magic power, then the circle will disappear. Then, a new Overcharge circle will appear in the same exact spot, but not empowered. If this new one is activated, it will deal a D-rank of damage, restore 5% of the enemy's magic power, then dissappear, but no new circle will take it's place, because it was not empowered.)
    Strengths:
    - Deals good damage.
    Weaknesses:
    - In addition to dealing damage, it restores magic energy to the opponent, so if used incorrectly, it could be more of a help than a hinderance to them.

    Name: Inertia Circle
    Rank: D.
    Type: Gravity, Defensive.
    Duration: 1 post.
    Cooldown: 2 posts.
    Description: A silver magic circle, two feet in diameter, appears wherever the magic was enacted, persisting until activated. Upon activation, every object in a two foot diameter sphere (Which does not exceed a maximum of five hundred pounds) loses all inertia and velocity, effectively and safely halting all motion.
    - Empowered Inertia Circle: If Inertia Circle was empowered, the inertia loss persists for 1 post, causing the target to be completely weightless for the duration. (Until their next post, any target hit will be weightless. If hit, they will be thrown backward violently, but will not take damage. They can also fly into the air, but they cannot directly control their movement, making it more like a Zero Gravity effect.)
    Strengths:
    - Can be used to halt attacks.
    - Can be used to help allies avoid dangerous falls.
    Weaknesses:
    - Has a very small effect radius.
    - If used to stop the caster's fall, the caster is temporarily vulnerable to attack, as their movement is completely halted.
    - Has a weight limit, and cannot stop very large enemies.

    Name: Seeker Circle.
    Rank: D+.
    Type: Arcane, Offensive, Multi-target.
    Duration: 1.
    Cooldown: 2.
    Description: Aven creates a pure white circle, which, after half a second, fires four bolts of arcane magic that seek out the closest enemies within 60 meters at 20m/s, targeting different enemies if possible, each dealing 25% of D+ Rank Damage.
    - Empowered Seeker Circle: If Seeker's Circle was empowered, it will instead fire 8 bolts of arcane magic, all of which acting the same and dealing 25% of D+ Rank Damage.
    Strengths:
    - Hard to dodge.
    Weaknesses:
    - Can be blocked, as the bolts move slowly and very predictably.
    - User has no control over what they hit, it is only proximity that determines it.

    Name: Displacement Circle.
    Rank: D (Signature Spell)
    Type: Force, Defensive, Burst.
    Duration: Instant.
    Cooldown: 1 post, or none if performed on a willing target.
    Description: Aven creates a grey magic circle anywhere within a 15m range of himself, which instantly enacts a powerful force in the direction it is facing on every object within a 2m range in front of it. This force deals no damage, but will effectively cause them to fly approximately 5m in the direction the circle is facing, provided the object or person does not exceed 1000lb. (Anything exceeding 1000lb will simply be pushed a bit, and exceeding 1 Ton will be virtually unaffected.)
    Strengths:
    - Can be used as mobility or Enemy displacement.
    Weaknesses:
    - Deals no damage.
    - Has an effective weight limit.

    Name: Healing Circle.
    Rank: C.
    Type: Healing, Defensive.
    Duration: 4 posts.
    Cooldown: 5 posts.
    Description: A light green circle, two feet in diameter, appears wherever the magic was enacted, persisting until activated. Upon activation, the closest living being within a 5m radius is healed for 25% C-rank damage for every post it was active.
    - Empowered Healing Circle: If Healing Circle was empowered, it heals 50% C-rank damage for every post it was active.
    Strengths:
    - Provides a large amount of healing when used correctly.
    Weaknesses:
    - Takes time to charge up.
    - If an enemy is nearest to it's activation, they will be healed.

    Name: Frostbite Circle.
    Rank: C.
    Type: Ice, Offensive, Damage over Time.
    Duration: 3 posts.
    Cooldown: 4 posts.
    Description: A light blue circle, two feet in diameter, appears wherever the magic was enacted, persisting until activated. Upon activation, the closest living thing will be inflicted with a terrible cold, which slowly chills their body over a period of 3 posts. The target takes no initial damage, but suffers 100% C-rank Damage the second and third post.
    - Empowered Frostbite Circle: If Frostbite Circle was empowered, on the third post, the target will take an additional C-rank of Damage, and be Frozen solid for 1 post.
    Strengths:
    - Can provide good damage and incapacitate if used correctly.
    Weaknesses:
    - Deals no inital damage.
    - The opponent has 3 posts to dispel the effect.

    Name: Spike Circle.
    Rank: C.
    Type: Metal, Offensive.
    Duration: 3 Posts.
    Cooldown: 4 Posts.
    Description: A dark grey circle, two feet in diameter, appears wherever the magic was enacted, persisting until activated. Upon activation, a large 5 meter long steel spike will strike out at incredible speed perpendicularly to the center of the Circle, attempting to impale anything in it's path, but stopping after the first target struck, dealing 100% C-rank damage. The spike will then dissipate.
    - Empowered Spike Circle: If Spike Circle was empowered, the spike will remain anchored to the Circle, and persist 1 Post after activation before dissipating.
    Strengths:
    - Deals good damage, and can hold an enemy in place.
    Weaknesses:
    - Can be dodged, even when triggered.
    - Aven can also be hit by the Spike, making it not very ideal for close combat.

    Name: Explosion Circle.
    Rank: C+.
    Type: Fire, Offensive.
    Duration: 2 posts.
    Cooldown: 3 posts.
    Description: An orange magic circle, two feet in diameter, appears wherever the magic is enacted, persisting until activated. Upon activation, an explosion will occur toward one side of the circle, damaging everything in a 20m range in that direction for 50% C-rank damage. The explosion will not spread to any place on the other side of the circle.
    - Empowered Explosion Circle: If Explosion Circle was empowered, a new, unempowered Explosion Circle appears on all enemies hit.
    Strengths:
    - Does decent, Area of Effect damage.
    Weaknesses:
    - Fires only in one direction.
    - Can also damage Aven if he is caught in the blast, therefore is nearly useless in close range combat.

    Name: Multiplication Glyph, Hei.
    Rank: C (Signature Spell, Scaling up to S)
    Type: Offensive, Defensive.
    Duration: Instant.
    Cooldown: 1 post.
    Description: Aven reaches out toward a target Circle he created, creating (1/Rank) 2 exact copies of that Circle, all of which act identically in all respects to the original, in remaining duration and magnitude.
    Strengths:
    - Can provide a significant advantage to Aven by creating more obstacles for opponents.
    Weaknesses:
    - Copies inherit the duration of copied Circles, so Circles that are about to expire's copies will also expire.
    - Has no standalone use.



    ___________________________________________________________________

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